Saturday, February 2, 2019

Devil, Furcas, Duke of Rhetoric

Devil, Furcas, Duke of Rhetoric
CR 18 XP: 153,600
LE Large outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness, telepathy 100 ft.; Perception +22
AC 25, touch 20, flat-footed 19 (-1 size, +5 natural, +5 deflection, +6 Dex)
HP 136 (16d10+48)
Fort +13, Ref +16, Will +13
DR 15/good and silver; Immune fire and poison; SR 26; Resist acid 10 and cold 10
Speed 40 ft.
Melee +3 brilliant energy short sword +22/+17/+12/+7 (1d8+7/19-20)
Space 10 ft., Reach 10 ft.
Special Attacks Spell-like abilities, spells, words of power
Spell-Like Abilities (CL 20th) At will—greater invisibility, levitate, polymorph (self only), suggestion (DC 19), greater teleport (self plus 50 pounds of objects only), whispering wind; 2/day—discern location, globe of invulnerability, protection from good, prying eyes; 1/day—dispel good (DC 21), foresight, nondetection, plane shift (DC 23). The save DCs are Charisma-based.
Spells Prepared (CL 20th) 
  0th-Arcane Mark, Detect Magic, Mage Hand, Resistance
  1st-Detect Secret Doors, Mage Armor, Magic Missile (x2), Shield, True Strike
  2nd-Detect Thoughts, Eagles Splendor, Flaming Sphere, Foxs Cunning, Owls Wisdom, Scorching Ray
  3rd-Clairaudience/Clairvoyance, Deep Slumber, Displacement, Fireball (x2), Vampiric Touch
  4th-Bestow Curse, Detect Scrying, Fear, Ice Storm, Phantasmal Killer, Wall of Fire
  5th-Cloudkill, Feeblemind, Major Creation, Mind Fog, Telekinesis
  6th-Chain Lightning, Eyebite, Greater Dispel Magic (x2), True Seeing
  7th-Banishment, Greater Arcane Sight, Greater Scrying, Spell Turning, Waves of Exhaustion
  8th-Incendiary Cloud, Maze, Mind Blank, Moment of Prescience, Polar Ray
  9th-Dominate Monster, Energy Drain, Power Word Kill, Summon Monster IX
During Combat Duke Furcas enjoys the occasional physical confrontation. He likes to set up traps and ambushes using his impressive array of spells. He considers a battle boorish if it actually comes to smelly grunts swinging swords at him. In such cases, he teleports away as soon as possible.
Duke Furcas’s natural weapons, as well as any weapons he wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Str 19, Dex 22, Con 17, Int 26, Wis 17, Cha 22
Base Atk +16; CMB +21; CMD 42
Feats Empower Spell, Improved Counterspell, Maximize Spell, Quicken Spell, Spell Penetration, Still Spell
Skills Appraise +8, Bluff +25, Craft (alchemy) +27, Diplomacy +29, Disguise +6, Intimidate +8, Knowledge (arcana, history, nature, planes, religion) +27, Linguistics +22, Perception +22, Sense Motive +22, Spellcraft +29, Survival +3
Languages telepathy 100 ft.
Environment Hell (Dis)
Organization Unique or with bodyguard (2-5 enforcers of Dis)
Treasure Double standard
Spells (Ex) Duke Furcas casts spells as a 20th-level wizard. His spell selection is usually heavy with divinations, but he switches to combat spells if he knows a confrontation is imminent. Wizard Spells Prepared (4/6/6/6/6/5/5/5/5/4; save DC 18 + spell level)
Words of Power (Sp) Furcas is a master of language and he knows how to make the most out of even a single word. He can disrupt hostile spells with such quickness and efficiency that he can cast counterspells at will without needing to ready an action to do so. Furcas may cast but one counterspell per round (doing so is a free action).
A glance of cunning in his eyes, this humanoid man has horns extending straight out on either side of his bald head and a long beard twisted into a point. His robe is turned down at the waist to reveal a toned torso and, flanking his neck, two iron rings set into the flesh of his shoulders. 
Duke Furcas is Hell’s foremost intellectual, at least in his own mind. He is a member of Dispater’s court and thus spends the majority of this time in the city of Dis. This suits Furcas just fine, since Dis is the closest thing Hell has to a center of knowledge. Furcas has written many books that circulate throughout the Material Plane. His favorite is Gods or Monsters: An Investigation 
Into the Nature of Divinity. This book argues that the gods are not gods at all, but powerful yet petty beings who fool mortals into worshipping them. All of Furcas’s books are meant to lead the reader into evil by destroying their cherished beliefs with cold logic and powerful rhetoric.
Furcas presides over the Forbidden Library, an octagonal edifice in the city center. The library is a den of blasphemous secrets, the ultimate destination for evil mages and cultists from across the planes. Parts of this collection are nearly as old as the planes themselves. Access, of course, is strictly controlled by Furcas. Only those willing to donate a rare volume or their own services may enter. Furcas has collected more than one soul in this way, and it allows him to maintain a cadre of agents on the Material Plane second to none.
If Duke Furcas has a weakness, it’s that he craves recognition for his genius. It is not enough for him to outsmart a foe; he must make sure that the deed is publicized. Even his books, written under pen names, contain complicated ciphers that reveal the true author to those smart enough to figure it out. His thirst for accolades has gotten him into trouble in the past. Dispater pierced his body with
iron rings and hung Furcas from his tower for a year after a particularly notorious incident. Furcas has kept the rings in his body as a sign of obeisance. 
Furcas’s greatest rival in Hell is Bune, Duke of Eloquence. Both devils use honeyed words as weapons, but Furcas’s rhetoric is backed up with knowledge. His arguments are based on fact and logic, while Bune’s manipulate the psyche. They have never confronted each other directly, instead preferring to play a great game down through the centuries. The dukes try to prove their mastery by converting each other’s minions. Both courts are riddled with double agents, and only intellects such as theirs can keep track of where true loyalties lie. Neither Furcas nor Bune misses an opportunity to show up his rival.
Source: The Book of Fiends

Devil, Stigabazu, Enforcer of Dis

Devil, Stigabazu, Enforcer of Dis
CR 9 XP: 6,400
LE Large outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., see in darkness, telepathy 100 ft.; Perception +15
AC 26, touch 13, flat-footed 22 (-1 size, +13 natural, +3 Dex)
HP 93 (11d10+33)
Fort +10, Ref +10, Will +8
DR 10/good; Immune fire and poison; SR 20; Resist acid 10 and cold 10
Speed 35 ft., fly 40 ft. (average)
Melee 2 claws +15 (1d8+5 plus fear)
Space 10 ft., Reach 10 ft.
Special Attacks Fear, rend 2d8+7, spell-like abilities, summon devils
Spell-Like Abilities (CL 12th) At will—animate dead, charm person (DC 14), detect good, detect magic, detect thoughts (DC 15), dispel chaos (DC 18), dispel good (DC 18), hold person (DC 16), suggestion (DC 16), greater teleport (self plus 50 pounds of objects only); 3/day—lightning bolt (DC 16), polymorph (self only), prying eyes, wall of fire; 1/day—hold monster (DC 18), wall of force. The save DCs are Charisma-based. 
During Combat Enforcers of Dis prefer to get their way without a fight. They are masters of intimidation, and their reputation is such that many renegades surrender without a struggle. They are no strangers to violence, however, and can and do use their claws to deadly effect. Their spell-like abilities usually serve to block off exits or capture an offender for later judgment.
An enforcer of Dis’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Str 20, Dex 16, Con 16, Int 11, Wis 13, Cha 17
Base Atk +11; CMB +17; CMD 30
Feats Dodge, Mobility, Spring Attack, Weapon Focus (Claw), Weapon Specialization (Claw)
Skills Acrobatics +5, Escape Artist +17, Intimidate +17, Knowledge (gather information) +17, Knowledge (planes) +14, Perception +15, Stealth +17, Survival +1, Use Magic Device +3
Languages telepathy 100 ft. 
Environment Hell
Organization Solitary, team (2–5), or patrol (1 enforcer plus 2d6 herlekins)
Treasure Standard 
Fear (Su) A creature hit by an enforcer of Dis’s claw attack must succeed at a Will save (DC 18) or be affected as though by fear (caster level 11th). Whether or not the save is successful, that creature cannot be affected again by that enforcer’s fear ability for 24 hours. The save DC is Charisma-based.
Rend (Ex) If an enforcer of Dis hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals 2d8+7 points of damage.
Summon Devils (Sp) Once per day an enforcer of Dis can attempt to summon 2d6 herlekins with a 50% chance of success, or another enforcer with a 35% chance of success. This ability is the equivalent of a 4th-level spell. 
This humanoid has a misshapen head, dangerously long
needle-like claws, and wings that resemble a tattered cape.
The Second Circle of Hell largely consists of the enormous city of Dis, home to millions of devils, damned souls, and even desperate mortals. Enforcers of Dis patrol the streets in the name of their lord, Dispater, rooting out lawbreakers and renegades.
Dispater rules the city from his iron tower and rarely ventures forth. He may be a schemer and a tyrant, but Dispater does believe in the rule of law. (Of course, he also makes the laws in Dis.) Many devil lords pay lip service to order but act as chaotically as the demons they despise. The enforcers of Dis make their lord’s belief a reality.
Enforcers of Dis are, without a doubt, cruel, but they are not capricious. Like their lord, they place value in the law. Enforcers can mete out punishment on the spot for transgressions, and this being Hell, this is swift and severe. The most common penalty is death, followed by imprisonment and torture. 
Several neighborhoods of Dis host mortal residents, an oddity in Hell. Some residents were lured here by infernal lies, others came with adventuring parties and were stranded, and a few even thought they could profit in Hell. The enforcers of Dis pay particular attention to these districts, most of whose residents live in abject fear of them. One word from an enforcer can send anyone to prison—or worse.
Source: Book of Fiends

Bune, Duke of Eloquence, Fallen Trumpet Archon

Bune, Duke of Eloquence, Fallen Trumpet Archon
CR 22 XP: 614,400
LE Large outsider (fallen archon, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +25
Aura aura of menace (DC 22), magic circle against good
AC 27, touch 11, flat-footed 25 (+2 Dex, +16 natural +2 deflection vs. evil, -1 size)
HP 228 (20d10+118)
Fort +20, Ref +14, Will +14; +4 vs. poison, +2 resistance vs. evil
Defensive Abilities Fort +24 against poison; DR 10/good and magic; Immune electricity, petrification; SR 29
Speed 40 ft., fly 90 ft. (good)
Melee 2 claws (+4 unholy hand wrappings) +32 melee (1d6+13 plus 2d6 against good)
Space 10 ft., Reach 10 ft.
Special Attacks Blasphemous benediction, grant temptation, implosion gaze, probe soul, spell-like abilities, spells, unholy compact
Spell-Like Abilities (CL 20th) At will—detect good, continual flame, message; 3/day—unholy aura (DC 28); 2/day—charm person (DC 21), disguise self, protection from good; 1/day—blasphemy (DC 27), command (DC 21), dispel good (DC 25), fire storm (DC
Spells Prepared (CL 14th)
   0th-Detect Magic, Guidance (x2), Read Magic, Resistance (x2)
  1st-—Bane (x2), Divine Favor (x2), Protection from Chaos, Sanctuary, Shield of Faith
  2nd-Bulls Strength (x2), Death Knell, Desecrate, Owls Wisdom (x2), Silence
  3rd-Bestow Curse, Dispel Magic, Magic Circle Against Chaos, Magic Vestment, Protection from Energy
  4th-Dismissal, Divine Power, Orders  Wrath, Sending, Spell Immunity
  5th-Dispel Chaos, Flame Strike, Mass Inflict Light Wounds, Plane Shift
  6th-Geas/Quest, Heal, Hold Monster, Mass Eagles Splendor
  7th-Dictum, Greater Scrying, Summon Monster VII (Domains Evil and Law)
During Combat Bune has little interest in physical combat. If it appears that a battle is imminent, he immediately triggers his implosion gaze. However, he is more than a match for most combatants if he must fight. The Duke of Eloquence shuns weapons, instead fighting with claws bound in +4 unholy hand wrappings. Bune’s natural weapons, as well as any weapons he wields, are treated as evil-aligned, lawful-aligned and magic for the purpose of overcoming damage reduction.
Str 28, Dex 15, Con 27, Int 16, Wis 14, Cha 30
Base Atk +20; CMB +30; CMD 42
Feats Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Power Attack, Silent Spell
Skills Bluff +37, Diplomacy +37, Disguise +10, Escape Artist +25, Intimidate +12, Knowledge (planes, religion) +26, Linguistics +31, Perception +25, Perform (wind instruments) +33, Sense Motive +29, Stealth +21, Survival +2, Use Magic Device +10
  Racial Modifiers +4 on Bluff and Sense Motive checks
Languages Bune knows Celestial, Draconic, and Infernal and can understand any other language because of his tongues ability. He is unable to speak, however, and must communicate via a complicated series of hand gestures. These are interpreted by a canny bone devil named Regudel, who serves as Bune’s majordomo.
SQ Bestow eloquence, holy interdict, magic circle against good, teleport, tongues, unsettling aura
Environment Hell
Organization Unique or retinue (Bune plus 3 pit fiends, 1 bone devil, and 2–5 other devils)
Treasure No coins; double goods; standard items
Blasphemous Benediction (Su) Bune grants a +6 profane bonus on the touched creature’s attack and weapon damage rolls.
Implosion Gaze (Su) At will, Bune can change the fire in his eye sockets from brilliant orange to dull gray, initiating a gruesome gaze attack with a range of 50 feet. Any creature within range must succeed at a Fortitude save (DC 30) or collapse in upon itself with a sickening pop, killing it instantly. The save DC is Charisma-based.
Probe Soul (Su) The Will save to resist Bune’s persuasion has a DC of 30.
Spells (Sp) Bune can cast divine spells as a 14th-level cleric. Typical Cleric Spells Prepared (6/7/7/5/5/4/4/3; DC 12 + spell level)
Unholy Compact (Su) A soul bound by this agreement is trapped in Bune’s domain on the Ninth Circle of Hell upon death.
Aura of Menace (Su) A frightening aura surrounds Bune when he fights or gets angry. Any hostile creature within a 20-foot radius of him must succeed on a Will save (DC 32) to resist its effects. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit Bune. A creature that has resisted or broken the effect cannot be affected again by Bune’s aura for 24 hours.
Bestow Eloquence (Su) In exchange for a fitting sacrifice (such as the destruction of some hated being of good alignment or the gift of a magic item worth more than 20,000 gp), Bune bestows his diabolical eloquence upon a supplicant. He places his large, beautiful face to the supplicant’s ear, and despite his lack of a mouth, magically whispers a word in the Elder Tongue, an arcane language of great power. Though the listener never remembers this word, just hearing it fills her with presence and confidence, granting her a +8 profane bonus on all Charisma-based skill checks for the next three days. During this time, the supplicant is also aware of all divination spells cast upon her and can warp the results as she sees fit (such as causing a lawful evil supplicant to appear chaotic good or masking outright lies as the utter truth).
Magic Circle against Good (Su) A magic circle against good effect always surrounds Bune. Caster level 20th. (The defensive benefits from the circle are not included in Bune’s statistics block.)
Teleport (Su) Bune can use greater teleport at will, as the spell (caster level 14th), except that he can transport only himself and up to 50 pounds of objects.
Tongues (Su) Bune can understand any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active, but Bune is unable to use it to speak.
Unsettling Aura (Ex) The Will save to resist Bune’s unsettling aura has a DC of 30.
Looking like a winged elf, this creature’s body is partially covered by wrappings, which resemble bandages. His beauty is marred by his lack of a mouth, and where his eyes should be, there are leaping flames.
Long-sealed volumes in the locked basements of holy temples tell the story of the Primogenial Rebellion, when the solar Iblis (see page 169) refused the will of the Lords of Good and brought legions of archons to their doom in the depths of Hell. Only the most learned tomes reveal that many of the celestials who followed Iblis to perdition were convinced to do so by the calculatingly influential principality Bune [boo-NAY], a trusted trumpet archon who had long commanded the bene elim celestials of the Sun God.
As Iblis made his historic stand, Bune worked behind the scenes, whispering to doubting celestials that Iblis’s actions must be a test from the Lords of Good, and that to pass it they would have to show support for Iblis. No one knows whether Bune genuinely believed his own rousing words of solidarity, but many of the other archons, perhaps with a preexisting sliver of faithlessness or arrogance, flocked to his cause. In the end, Iblis’s betrayal may indeed have been a test. But thanks to the diplomatic efforts of Bune, far more failed than otherwise might have, and all were cast into the bowels of the underworld. Many of the fallen hate Bune with an unequalled passion, blaming him for their disgrace.
In the intervening years, Bune has become a patron of liars and corrupt politicians. Bishops of apostate cults say silent vespers to the Duke of Eloquence, praying that none will see through their profane ruse. Captured murderers on the way to trial carve ritualistic scars upon their flesh, hoping to attract Bune’s attention and blessings. On the eve of important negotiations with an enemy nation, a sovereign might enter a portal to Hell to confer with Bune on how best to convince the other of good intentions while at the same time ordering the murder of that rival’s family.
When the Lords of Good damned Bune, they punished him in what they thought was the harshest way possible. First, they stripped him of the holy trumpet of his station. Next, since his words had caused so much trouble, they erased his mouth from his comely face. Finally, they plucked out his penetrating, handsome eyes and set the sockets aflame with agonizing orange fire. Yet despite these deformities, Bune has persevered. Soon after the Fall, he was taken in by Asmodeus, Lord of the Ninth Circle, and given protection and a lair in the form of a shining castle called Neverdusk. There he is served by a personal guard of three pit fiends and several devils of lesser rank.
Hand Wrappings
These leather-and-cloth bindings, when wrapped about fists or claws, grant an enhancement bonus of +1 to +5 to the wearer’s attack and damage rolls with unarmed attacks and natural weapons. Wearing them is like wearing gloves and takes up that “slot”; they can be further imbued with special abilities as magic weapons can.
Bune’s hand wrappings are made from the cured skin of a titan. The titan had angered the God of Retribution and sought to make amends. One of Bune’s agents, posing as an astral deva, convinced the titan that only a very personal sacrifice would appease the angry god. The titan cut slices of his own flesh off his arms, legs, and torso and presented them to the agent. One hour later they were in Bune’s hands, ready for enchantment. The titan never learned who had fooled him out of his own flesh, nor did he ever reconcile with the God of Retribution. Faint to strong transmutation; CL 5th at least; Craft Magic Arms and Armor, magic fang, caster must be of a level three times that of the wrappings’ enhancement bonus; Price is twice the market value of a magic weapon with the same bonus. Thus, Bune’s +4 unholy hand wrappings are twice the cost of a weapon with a +6 bonus (+4 enhancement bonus and +2 bonus from the unholy special ability), or 144,000 gp.
Source: Book of Fiends

Wednesday, January 30, 2019

Warduke


Warduke

CR 21 XP: 409,600
Male human fighter 20
CE Medium humanoid 
Init +3; Senses Perception +14
AC 42, touch 19, flat-footed 38 (+5 deflection, +5 natural, +7 shield, +11 armor, +3 Dex)
HP 310 (20d10+200)
Fort +27, Ref +14, Will +13
DR 5/adamantine; Immune mind-affecting; SR 30
Speed 30 ft.
Melee Bastard sword +39/+34/+29/+24 melee (3d8 + 21 plus 2d6 anarchic and 1 Con /17-20/x2) and shield +37/+32 melee (3d6 + 11)
Special Attacks Counterattack, fearsome eye, overpowering attack
Str 34, Dex 16, Con 31, Int 13, Wis 15, Cha 20
Base Atk +20; CMB +32; CMD 50
Feats Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Greater Weapon Focus (Bastard Sword), Greater Weapon Specialization (Bastard Sword), Improved Critical (Bastard Sword), Improved Shield Bash, Improved Two-Weapon Fighting, Legendary Tracker, Mobility, Power Attack, Quick Draw, Spring Attack, Two-Weapon Fighting, Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword), Whirlwind Attack
Skills Acrobatics +25, Climb +25, Intimidate +28, Knowledge (martial lore) +24, Knowledge (planes) +12, Perception +14, Ride +10, Survival +23, Swim +25
Gear Gauntlets of mighty prowess +6, +5 anarchic wounding bastard sword of human bane, +5 spiked ceremonial war plate armor of moderate fortification, +5 heavy adamantine shield of bashing, Warduke's helm.
Environment any
Organization Solitary (unique)
Treasure Warduke's Helm (Major Artifact)
Warduke's Helm provides a +5 deflection and +5 natural armor bonus to AC and a +5 resistance bonus to saves. It provides spell resistance 32 and immunity to mind-affecting.
Both of the two lesser rubies in the helm's face plate allow a double strength death knell to be cast as a swift action, activated by the wearer's thought. While death knell is in effect, the ruby glows and cannot activate another death knell, thus allowing Warduke to have a maximum of two death knells in effect at any one time.
The large third ruby can store any spell up to 9th level, as a ring of spell storing. The spell can be cast as a swift action requiring only a thought. Warduke usually stores a word of recall, although for important or dangerous missions he has it replaced with limited wish instead.
Fearsome Eye (Su) Warduke's fiendish grafted eyes can continuously see invisibility and see in darkness (as a devil). Furthermore, any creature within 50 feet that meets Warduke's gaze must make a Will save (DC 25) or be paralyzed with fear for 1d4 rounds.

Kaiju, Octogorgon

Kaiju, Octogorgon
CR 29 XP: 6,553,600
CE Colossal magical beast (kaiju, water)
Init +12; Senses blindsense 100 ft., darkvision 600 ft., low-light vision; Perception +33
Aura frightful presence (300 ft., DC 40)
AC 48, touch 20, flat-footed 40 (-8 size, +8 Dex, +28 natural, +10 deflection)
HP 900 (40d20+480); fast healing 40
Fort +34, Ref +30, Will +25
Defensive Abilities ferocity, protection field, recovery; DR 20/epic; Immune ability damage, ability drain, acid, death effects, disease, energy drain, fear, petrifaction; SR 40; Resist cold 30, electricity 30, fire 30, negative energy 30, sonic 30
Speed 100 ft., swim 100 ft.
Melee bite +47 (3d10+15), 8 tentacles +42 (2d6+7 plus grab)
Ranged eye rays +40 (varies)
Space 60 ft., Reach 80 ft.
Special Attacks agile grappler, breath weapon, constrict (2d6+22), eye rays, hurl foe, trample (4d8+22, DC 45)
During Combat In combat, Octogorgon’s sheer size is sufficient to destroy cities, but it supplements this physical power with an acidic, petrifying spray of ink and a barrage of deadly rays fired from each of its tentacles. Which targets are afflicted by which rays are determined mostly by whimsy rather than tactical considerations. Octogorgon’s wake is typically populated by a few mad, cursed or polymorphed survivors to testify to its might.
Str 41, Dex 27, Con 34, Int 8, Wis 31, Cha 30
Base Atk +40; CMB +63; CMD 91
Feats Combat Reflexes, Critical Focus, Greater Sunder, Greater Vital Strike, Improved Critical (Bite, Tentacle), Improved Initiative, Improved Sunder, Improved Vital Strike, Iron Will, Multiattack, Point-Blank Shot, Power Attack, Precise Shot, Staggering Critical, Stand Still, Step Up, Stunning Critical, Vital Strike
Skills Intimidate +23, Perception +33, Swim +33
Languages Aklo
SQ amphibious, compression, massive
Environment any aquatic
Organization unique
Treasure triple standard
Agile Grappler (Ex) Octogorgon can grapple any number of Gargantuan or smaller creatures as a swift action, and it does not gain the grappled condition when grappling a creature of Gargantuan or smaller size.
Breath Weapon (Su) As a standard action, Octogorgon can breathe a 600 ft. cone that deals 30d6 acid damage (Reflex DC 42 half) . Any creature that takes any damage from this breath weapon must succeed a Fortitude save (DC 42) or be petrified. Octogorgon can use this breath weapon once every 1d4 rounds. The save DC is Constitution based.
Eye Rays (Su) Octogorgon can fire rays from its tentacles as ranged touch attacks with a range of 1,200 feet. It can fire one ray as a swift action, two rays as a standard action and four rays as a full attack. The save DC of all of these effects are Charisma based. action. When Octogorgon uses one or more of its eye rays, it cannot use that ray again for 1d4 rounds. The eye rays Octogorgon can use are:
Antimagic Ray (Su) A creature struck by this ray has all spells affecting it dispelled and must succeed a DC 40 Will save or have its magic items suppressed for 20 minutes, as per a mage’s disjunction spell.
Beating Ray (Su) A creature struck by this ray takes 20d6+20 bludgeoning damage and must succeed a DC 40 Fortitude save or be pushed 30 feet away from Octogorgon and knocked prone.
Burning Ray (Su) A creature struck by this ray takes 20d6 fire damage and must succeed a DC 40 Reflex save or take 5d6 points of burn.
Death Ray (Su) A creature struck by this ray takes 200 points of negative energy damage. A successful DC 40 Fortitude save reduces this damage to 3d6+20.
Despair Ray (Su) A creature struck by this ray takes a -4 penalty on all attack rolls, damage rolls, saving throws, skill and ability checks. This effect is permanent unless the creature struck succeeds a DC 40 Will save, in which case the duration is 1 minute. This is a curse effect.
Freezing Ray (Su) A creature struck by this ray takes 20d6 cold damage and must succeed a DC 40 Fortitude save or be staggered for 1d4 rounds.
Madness Ray (Su) A creature struck by this ray must succeed a DC 40 Will save or be driven permanently insane (as per the insanity spell).
Transmogrification Ray (Su) A creature struck by this ray must succeed a DC 40 Fortitude save or be transformed into a Tiny harmless animal as per a baleful polymorph spell.
Protection Field (Su) Octogorgon gains a deflection bonus to its AC equal to its Charisma bonus.
This impossibly immense creature resembles an octopus with a huge, gnashing beak. Its eight tentacles each end in a puckered orifice.
Octogorgon is one of the most intelligent of the kaiju, but this intelligence gives it an unfortunately cruel and peevish temperament. It spends centuries at a time sleeping in its lair, which is fortunate, because in its waking hours it makes a beeline straight for large populated areas to delight in destroying. Octogorgon takes trophies from its rampages, and the relics of a dozen dead civilizations decorate the winding passages of the undersea caverns it calls home.
Octogorgon, unlike most kaiju, is capable of speech. It rarely speaks to individual creatures, preferring to make doom-laden pronouncements to terrify all in ear-shot when it moves to destroy a city. It occasionally makes references to the Great Old Ones in these speeches, leading some scholars to hypothesize that Octogorgon is one of their creations, or even of their number. It cannot grant spells and sees worshipers as deluded fools.

Kaiju, Cacagnea

Kaiju, Cacagnea
CR 19 XP: 204,800
CN Colossal aberration (avian, kaiju)
Init +6; Senses darkvision 60 ft.; Perception +33
AC 34, touch 4, flat-footed 32 (-8 size, +15 natural, +15 armor, +2 Dex)
HP 492 (24d20+240); fast healing 15
Fort +23, Ref +15, Will +25
Defensive Abilities force screen; DR 15/-; SR 29; Resist acid 30, cold 30, electricity 30, fire 30, sonic 30; Weaknesses spells, unstable body
Speed 50 ft., fly 240 ft. (average)
Melee bite +43 (4d8+32/19-20 plus grab), 2 claws +42 (3d8+32)
Space 30 ft.
Special Attacks annihilation pulse, swallow whole (2d8+16 bludgeoning and 10d8 typeless, AC 32, 34 hp), unstable body
Str 42, Dex 14, Con 30, Int 5, Wis 23, Cha 17
Base Atk +0; CMB +24; CMD 36
Feats Combat Reflexes, Defensive Combat Training, Flyby Attack, Greater Vital Strike, Improved Critical (Bite), Improved Initiative, Improved Vital Strike, Vital Strike, Weapon Focus (Bite), Wingover
Skills Fly +21, Perception +33
Languages Aklo
SQ no breath, starflight
Environment any land
Organization solitary or pair
Treasure incidental
Annihilation Pulse (Su) As a standard action once every 1d4 rounds, a cacagnea can emit pure destructive energy in a 100 ft. radius. All creatures and unattended objects in the radius must succeed a DC 32 Fortitude save or take 20d8 points of damage. A successful save reduces the damage taken to 5d8. A creature reduced to 0 hit points by this attack is reduced to dust, as per the disintegrate spell. The save DC is Constitution based.
Force Screen (Su) A cacagnea is surrounded at all times by a projection of pure force, similar to a wall of force spell. Although it does not fully block line of effect, it grants the cacagnea a +15 armor bonus to AC, a +5 resistance bonus to all saving throws, DR 15/- and resist 30 to all elemental damage. These benefits are included in the stat block above.
Starflight (Su) A cacagnea can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM’s discretion)—provided the cacagnea knows the way to its destination.
Swallow Whole (Ex) Any creature reduced to 0 hit points when swallowed by a cacagnea is reduced to dust, as per the disintegrate spell.
Unstable Body (Ex) If a cacagnea’s force screen is removed, its body begins to break down at a rapid rate. This destructive force also applies to anything the cacagnea touches. Every round a cacagnea does not have its force screen active, it takes 5d6 points of typeless damage. It also takes 5d6 points of damage every time it touches a creature or object, but the creature or object touched takes 5d6 points of damage as well. This damage can be reduced to half by a successful DC 32 Fortitude save. The save DC is Constitution based. A cacagnea reduced to 0 hit points is reduced to dust, as per the disintegrate spell.
Vulnerable to Spells (Su) A disintegrate spell or rod of negation targeting a cacagnea nullifies its force screen for 1d4+1 rounds. A sphere of annihilation or rod of cancellation permanently destroys a cacangea’s force screen, as do a prismatic wall or prismatic sphere spell. Any effect that permanently destroys a cacagnea’s force screen is itself destroyed in the process.
Soaring in the skies above you is a grotesque parody of a bird of prey—its long bare neck ends in a toothy beaked head and its wings stretch wider than the length of a battleship. The air shimmers and warps subtly around it, as if it were surrounded by an invisible barrier.
A cacagnea’s wingspan is almost 150 feet long and the creature weighs upwards of 50 tons. Their bestial appearance belies a dim intelligence, and they are smart enough to target vulnerable opponents and retreat from overwhelming force. If a cacagnea’s force screen is disrupted, the creature will often fly into a suicidal rage, determined to cause as much damage as possible before being annihilated by its hostile environment.
Cacagneas are giant bird-like creatures made up of a very unstable form of matter. Existence itself is violently corrosive to a cacagnea, and the creature’s touch is likewise incredibly destructive. To protect itself from a hostile universe, the cacagnea is forever encased in a screen of force that prevents it from being directly contacted by matter of any kind. Cacagneas seem to gain nutrition from destroying matter, which they do in a more controlled manner through their annihilation pulse and by swallowing prey. Prey in a cacagnea’s stomach is surrounded in a miniature force screen of their own, which bombards them with destructive energy until they are reduced to atoms.
Cacagneas are native to the vast void between worlds, which they sail gracefully for millennia without pause. They only enter planetary atmosphere to eat, which they do both in preparation for laying an egg or for nesting. A cacagnea lays 1 to 4 eggs at a time, and the nestlings are highly dependent on their parent for food for a year before they leave the nest and the (by now severely depopulated) planet behind. Cacagneas are asexual creatures that can reproduce without ever seeing another of their kind, but sometimes a pair of cacagneas will travel the cosmos together.

Tuesday, January 29, 2019

Angel, Malak, Archway

Angel, Malak, Archway
CR 17 XP: 102,400
NG Large outsider (angel, extraplanar)
Init +5; Senses Darkvision 60 ft., low-light vision, true seeing; Perception +27
Aura Protective
AC 30, touch 14, flat-footed 25 (-1 size, +16 natural, +5 Dex)
HP 200 (16d10+112)
Fort +17, Ref +15, Will +18
Defensive Abilities Fort + 21 against poison; DR 15/evil; Immune acid, cold, death effects, negative energy and petrification; SR 30; Resist electricity 10 and fire 10
Speed 30 ft., fly 80 ft. (perfect)
Melee +3 cold iron scythe +23/+18/+13/+8 melee (2d6+10 plus touch of death, x4) or touch +20 melee touch (touch of death)
Space 10 ft., Reach 10 ft.
Special Attacks Spells, spell-like abilities, touch of death
Spell-Like Abilities (CL 16h) At will - death knell, dimension door, greater invisibility, greater plane shift(self plus 50 pounds of equipment only), greater teleport(self plus 50 pounds of equipment only), telekinesis; 3/day - feeblemind, magic jar(treat scythe as jar), mass suggestion, quickened greater plane shift, quickened greater teleport; 1/day - contact other plane, soul bind. All saves are Cha-based
Spells Prepared (CL 15th)
  0th-Detect Magic (x3), Guidance, Light, Mending
  1st-Cause Fear (x2), Cure Light Wounds (x2), Entropic Shield, Remove Fear, Sanctuary, Shield of Faith
  2nd-Calm Emotions, Cure Moderate Wounds (x2), Death Knell, Eagles Splendor, Hold Person, Owls Wisdom, Spiritual Weapon
  3rd-Bestow Curse (x2), Clarity of Mind, Cure Serious Wounds, Deeper Darkness, Inflict Serious Wounds, Speak With Dead, Stone Shape
  4th-Death Ward, Dimensional Anchor, Dismissal, Divination, Freedom of Movement, Restoration, Spell Immunity
  5th-Break Enchantment, Mass Cure Light Wounds, Righteous Might, Scrying, Slay Living (x2)
  6th-Antilife Shell, Banishment, Harm, Heal, Symbol of Persuasion
  7th-Greater Scrying, Regenerate, Symbol of Weakness, Word of Balance
  8th-Dimensional Lock, Protection from Spells, Symbol of Death
During Combat Malaks rarely begin combat in melee range, relying on spells to weaken enemies, when dead they can harvest the soul and bring it to it's afterlife. For more powerful foes, they may attempt to reap the creature as quickly as possible to minimize damage to itself, possibly attempting to lower the saves to make their foe more vulnerable to their death touch. Often times, however, with the mentally weak, the malak will even attempt to convince the soul with mere words to follow it into death.
Str 20, Dex 21, Con 25, Int 31, Wis 26, Cha 33
Base Atk +16; CMB +22; CMD 37
Feats Ability Focus (Touch of Death), Combat Expertise, Empower Spell, Heighten Spell, Quicken Spell-Like Ability (Greater Plane Shift, Greater Teleport)
Skills Acrobatics +20, Appraise +21, Bluff +26, Diplomacy +34, Disguise +11, Heal +23, Intimidate +28, Knowledge (arcana) +25, Knowledge (history) +25, Knowledge (planes) +29, Knowledge (religion) +29, Linguistics +26, Perception +27, Perform (percussion instruments) +21, Sense Motive +27, Spellcraft +27, Stealth +24, Survival +8
Languages Malak speak Celestial and Infernal, but can speak to any creature with a language, due to its tongues ability.
Environment Any upper plane
Organization Solitary
Treasure Standard plus +3 cold iron scythe
Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the malak. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 16th). This aura can be dispelled, but the malak can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an malak's statistics block.)
Spells (Ex) A malak casts spells as a 15th level cleric with access to the Death and Balance domains. The save DC's are Wisdom-based. The malak cannot channel positive or negative energy to spontaneously cast cure or inflict spells. Typical Cleric spells prepared (6/7+1/7+1/7+1/6+1/5+1/4+1/3+1/2+1), base save DC 18 + spell level)
Tongues (Su) Malak can speak with any creature that has a language, as though using a tongues spell (caster level 16th). This ability is always active.
Touch of Death (Su) The malak uses a supernatural touch that drags the soul from the body of a victim, attaches it to the malak itself, and allows the angel of death to bring the soul to its final destination. If the malak makes a melee touch attack, or an attack with its scythe, it forces those touched or attacked to make a Will save (DC 31). Anyone who fails their save has their soul ripped from their body, which dies instantly. The malak taking the soul then claims it as their own (until it frees the soul in its final resting plane), freeing the soul from most contracts that might tie it to a malign force such as a demon price or archdevil lord. This attack can be made only once per round. This ability is Cha based and includes a +2 bonus from the ability focus feat and is a necromantic death effect.
True Seeing (Su) Malak have a continuous true seeing ability, as the spell (CL 16th). This also allows the malak to see the souls of the departed, just as the Spirit Sense feat, but with an indefinite duration.
Standing before you like a tower of blackness is something you can only comprehend as a very tall humanoid in a black robe, carrying a long scythe and with black feathery wings sprouting from its back. Its face is completely concealed by darkness under the hood of its flowing robe. The hand clutching the scythe is thin and pale, but you cannot tell at all if it is simply frail or actually bone. The air about it feels almost fundamentally disturbing, but somehow natural.
Malak are widely diverse in appearance, often taking the form as the creature witnessing them perceives death, with no absolute form, though their form is rarely entirely under their control.
The malak are the embodiment of death, and guides of souls to their final destination in the outer planes. Often, the malak will be forced to take a soul by force before it's death, because more powerful creatures might be able to deny fate and remain alive. The malak are not inherently malign or even benevolent despite their angelic status and see themselves merely as creatures of balance and a sense of natural duty, as death is the most natural part of life.